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Divine Spells (outdated)


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LEVEL 1

Armor of Faith - sets physical resistance to 20% from 1st level, no longer provides elemental damage reduction

Cure Light Wounds - heals 1d8 +1/level HP (max 1d8+5)

Faerie Fire - reveals invisible creatures in a 5' radius, -2 penalty to AC, creatures affected cannot hide or go invisible for 4 rounds; druids only

Magical Stone - creates 10 magical stones that can be thrown at opponents

Shillelagh - creates an entangling club +1, plus 1 enchantment level every 6 levels up to +3; druids only

Strength of Stone - sets strength to 18/50, slows the caster but makes him more resistant to blows; druids only

Sunscorch - 1d6 +1/level fire damage to single target, double damage to undead, chance to blind; druids only

 

LEVEL 2

Aid - corrected description (gives +1 to saving throws, THAC0, and damage), slightly improves with caster level

Barkskin - +1 AC, +1/3 levels up to +4 at 9th level; druids only

Chant - affects allies and enemies (fix); effect centered on the caster

Cure Medium Wounds - moved from level 3; heals 2d8 +1/level HP (max 2d8+10)

Draw upon Divine Might - as vanilla's Draw upon Holy Might, but caster is winded for 5 rounds when the spell ends

Fire Trap - as Glyph of Warding, but deals fire damage; druids only

Flame Blade - various improvements; damage 1d8 + 1/2 levels fire damage (up to 1d8+10); druids only

Goodberry - heals 1 HP + 1/3 levels; duration 24 hours

Know Opponent - replaces Know Alignment; reduces target's AC by 2 and physical resistance by 10%

Resist Fire/Resist Cold - duration increased to 1 turn + 1 round/level

Silence - affects only enemies

Spiritual Hammer - various improvements; the hammer can strike opponents from a distance

 

LEVEL 3

Animate Dead - summons skeletons, greater skeletons, and skeleton warriors

Break Enchantment - replaces Remove Curse, cures enchantments (e.g. Confusion, Feeblemind) and curses; cleric only

Call Lightning - bolts now deal 6d6 damage but it can be cast indoors

Cause Serious Wounds - moved from level 4; causes 3d8 +15 damage

Contagion - replaces Rigid Thinking; as per mage's spell

Cure Serious Wounds - moved from level 4; heals 3d8 +1/level HP (max 3d8+15)

Glyph of Warding - damage 1d4 per level up to 10d4; doesn't affect allies

Gust of Wind - replaces Zone of Sweet Air; as the original spell, plus creatures near the caster must save or be blown away

Hold Person or Animal - improved to be useful (it now affects humanoids)

Holy Smite - limited to 10d4 damage (previously too powerful for its lvl)

Invisibility Purge - lasts for 5 rounds, dispelling invisibility each round

Miscast Magic - causes wild surges instead of spellcasting failure

Protection from Fire - moved to 5th level

Repulse Undead - moved from level 5

Strength of One - +2 bonus to strength instead of setting it to 18

Summon Insects - many improvements; spellcasting failure allows a save each round, damage can be halved

Unholy Blight - same as Holy Smite

 

LEVEL 4

Animal Summoning I - summons up to 5 Dire Wolves; druids only

Call Woodland Beings - nymph acts as a 7th level druid with appropriate spells

Cause Critical Wounds - moved from level 5; causes 4d8 +20 damage

Cloak of Fear - each round causes fear to those within 6 feet for 1 turn

Cure Critical Wounds - moved from level 5; cures 4d8 +1/level HP (max 4d8+20)

Defensive Harmony - +4 to AC for 10 rounds

Divine Power - caster gains attacks per round as a fighter of equivalent level (does not stack with multiclass fighters' ApR)

Ice Storm - added to druid's available spells

Lesser Restoration - available to druids

Negative Plane Protection - duration increased to 1 turn/level

Neutralize Poison - protects from poison for 1 turn/level

Poison - only ongoing damage can be negated with a save

Protection from Evil 10' Radius - area of effect 10' (fix)

Protection from Lightning - moved to 5th level

 

LEVEL 5

Animal Summoning II - summon up to 4 Dire Leopards; druids only

Champion's Strength - +1 point/3 levels to Str, Con, and Dex to 1 creature

Flame Strike - damage up to 15d6; affects opponents within 5' radius of the target

Greater Command - allow a save every round; affects only enemies

Insect Plague - many improvements; spellcasting failure allows a save each round, damage can be halved

Iron Skin - renamed Stoneskin (druids with iron?!); is affected by breach

Magic Resistance - 2% per level (up to 40%); can't be exploited to lower target's resistance anymore

Polymorph Other - added to druid's available spells

Protection from Acid - grants 100% resistance and complete immunity to acid-based spells

Protection from Cold - grants 100% resistance and complete immunity to cold-based spells

Protection from Electricity - grants 100% resistance and complete immunity to electricity-based spells; moved from 4th level

Protection from Fire - grants 100% resistance and complete immunity to fire-based spells; moved from 3rd level

Righteous Fury - replaces Righteous Might; +4 to Str, +2 to AC, +20 hit points, +1d6 magic damage on hit

 

LEVEL 6

Animal Summoning III - summons up to 3 Dire Bears; druids only

Blade Barrier - damage 3d6 every 3 seconds (save for none); dispels invisibility and sanctuary on the caster

Conjure Animals - disabled (for now)

Conjure Air Elemental - added to druid's available spells

Conjure Earth Elemental - moved from level 7; druids only

Control Undead - added to cleric's available spells

Create Undead - added to cleric's available spells

Dolorous Decay - available to clerics; damage 60HP, lowers STR, DEX and CON

False Dawn - caster emanates blinding flashes of light within 15' radius each round for 1 turn, damages undead; druid only

Fire Seeds - various improvements

Harm - inflicts 150 point of magic damage on hit (save vs. spell half)

 

LEVEL 7

Creeping Doom - many improvements; spellcasting failure allows a save each round, damage can be halved

Earthquake - drastically improved; druids only;

Fire Storm - various improvements; doesn't affect caster and anyone close to him

Greater Restoration - single target, cures hp and almost any negative effect (hold, polymorph, petrification, confusion, etc)

Holy Word - improves with caster levels

Nature's Beauty - charms any humanoid creature within 30 feet

Shield of the Archons - clerics only

Sphere of Chaos - replaces Confusion

Summon Death Knight - replaces Gate, summons a powerful undead demon

Summon Shambling Mound - replaces Conjure Earth Elemental, summons a shambler; druids only

Symbol of Weakness - replaces Symbol Fear; -4 to Str, Dex and Con permanently (all symbols don't affect allies anymore)

Unholy Word - improves with caster levels

Edited by Demivrgvs
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